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cf14dcfc1a |
Converts 3 components into elements (#94589)
## About The Pull Request `adjust_fishing_difficulty` is a good one to make into a bespoke element since a number of the same clothing item are created in the wardrobe system. climb_walkable is also good due to how prevalent it is, and it is a bit of a two for one since it also removes the need for the `/component/connect_loc_behalf` Also stops adding the on_climbable trait to literally everything in the turf, it now only applies it to atoms with density. So no more pipes and stuff getting trait lists created for no reason. <details><summary> Tested + things still work as before </summary> <img width="422" height="122" alt="image" src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc" /> </details> ## Why It's Good For The Game Lessens overhead, fixes a bug as well. ## Changelog 🆑 fix: fixes a pushed crate not removing on_climbable trait properly off the mob standing atop it /🆑 |
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cc335e7e9e |
IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.) ### TG MAINTAINER NOTE  ### Batched Spritesheets `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. #### Caching IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` ### Universal Icons Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. ### Other Stuff Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) ## Why It's Good For The Game If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## Changelog 🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
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cffe5ffc33 |
Mixed bag of fishing adjustments. (#87201)
## About The Pull Request This more or less ties with my previous PR where I fix some of the issues I've seen with fishing, because both are the result of some live playtesting in which I assessed some flaws and nits. So, let's get started: Lowered the number of fish to scan for each fish scanning experiment: This is the most time-gating feature of fishing. As a scientist you're usually better off doing anything else than this anyway, which is understandable, but for whoever else that plans to get some nice ocean fish, this is going to be a huge bummer. From 4, 8, 14, 21 to 3, 7, 11, 17. Switched the ocean and chasm portal setting: Right now, the ocean portal has the largest amount of catchable creatures, which can also help progress the experiments, while the chasm setting only has two and is only mildly useful for chasm chrabs --> lobstrosities (which suffer a bit from not having a good enough AI right now). I hope I'll have the time to add some late fishes to the chasm setting at some point. Added a premapped fishing portal generator to the common service room of every map: It takes quite some time to setup fishing. Making a fishing portal is by far what I consider to be the most tedious part. Also Wawa and Birdshot were also missing the aquarium kit. On a side-note I realized some days ago that service jobs receive very good discounts on the fishing items sold by the good clean vendor. Added the fish puns speech modifier to fish-infused gills: I forgot to do it when I made the PR. Shrimple as that. Mild fish infusion tweaks: Lowered the crawling speed very sightly, but buffed showers and water healing slightly. Drinking water now wets you by about 1/4 of what splashing it would do. Buffed fishing difficulty modifiers for items and chairs a little: For the time and credits invested, buying a carp costume or whatever to be slightly better at fishing doesn't seem that profitable, and I reckon I was being a bit conservative with the values. Fishing is a considerable time investment already, especially in the initial stage with the setup. Also idk why sunglasses and thermals buff fishing while fish are technically cold-blooded creatures so I removed the comp from them. Added fishing rods and fish cases designs to cargo and science lathes: Other base fishing designs are shared between the three departments, while these two are only available for service (and autolathes obviously). Fishing skill now affects completion gain and not only completion loss: Fishing as a feature has a slower pace than most things in the game. It feels right that by the time you reach about legendary level, you get to complete the minigame a bit faster. ## Why It's Good For The Game To put it briefly, the feature feels right as a casual experience, however time is very much against you and getting something done takes some effort (especially on tram, where moving to and fro' departments is almost like playing froggers at times) ## Changelog 🆑 map: Added a premapped fishing portal generator to every map. balance: Lowered the requirements for fish scanning experiment. Swapped the rewards of the second and third experiments. balance: Buffed fishing difficulty modifiers for several items and chairs. balance: Fishing skill now affects completion speed of the minigame more actively. balance: Mild fish infusion tweaks. Crawling is a smidge slower, but healing from showers and drank water is a bit better. qol: Fishing rods and fish cases can now be printed by cargo and science lathes. add: Gills now give the fish puns speech modifier. /🆑 |
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ba4fa8fe07 |
What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request A foreword, I had to refactor a few bits of shitcode my past self added first. For context, the "gone fishing" and "actively fishing" traits only had one source, which is the fishing challenge itself, ad there was no way to access the challenge from outside its code, except for a few weakrefs which were being used as sources for the aforementioned traits (the shitcode in a nutshell). There were also a few signals that I didn't like because they were being sent to the harder-to-access challenge datum rather than the user. So I scrapped the traits for a couple signals to send to the user, then added a global list as a mean to easily access the challenge datum, and lastly changed the code to accomodate the titled feature (and allow the challenge to recalculate its difficulty DURING the minigame phase) Moving on to the actual feature: I've added a component that can be added to objects on which mobs can be buckled to or items. When equipped in the right slots or buckled to, the object will adjust the difficulty of current and future fishing challenges by a certain amount (more often than not positive, but there're many exceptions) as long as the object isn't equipped or the user is unbuckled. I've been having some fun adding component to a ton of clothes in the game as well as chairs. Way too many objects to enumerate, so I'll give you the general idea: - each carp-themed article provides a slight positive modifier (easier) - some (not all) doctor-related garbs provide a marginal positive modifier each (fish doctor jokes) - floortile camo clothes have positive modifiers - Tuxedo, laceups, gowns provide negative modifier (more difficult) - utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot armor too. - boxing gloves are very, very bad. Insulated gloves and haul gauntlets are also very bad, to a lesser degree. - **tackle** gloves are good. (pun intended) - wizard garbs are good, because wizards are good at casting. (also a pun) - magboots slightly bad. Space suits bad. - Blindfolds and welding protection are also bad. Gas masks marginally bad. - Pirate attire is nice to have. (I just vibed a little on this one) - plastic chairs are quite versatile because they can be carried around, but the mime chair is the best, followed by ratvarian chairs. - Fishing toolboxes, analyzers and the fish catalog are a plus, because they can be held. - And the fishing hat, obviously (not as great as you'd think) Some of these may be subject to change depending on what people say. ## Why It's Good For The Game A hundred lines of fishing challenge code made ever-so-slightly less awful, and a way to modify fishing diffculty beside skills and bait. ## Changelog 🆑 add: Your current clothes and what chair you sit on can now influence the difficulty of fishing minigames. Having a bare minimum of fishing skill will let you distinguish which objects can help and which won't, so keep an eye out. Holding fishing toolboxes, fish analyzers or fish catalogs can also help. /🆑 |
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bbc685b60a |
adds fishing category to games vendor (#86699)
## About The Pull Request this pull request adds a fishing category to the games vendor with items that cost 50 credits more than their goodie alternatives. ## Why It's Good For The Game this allows people to start their fishing goals earlier without waiting 20 minutes for cargo at the caveat of the items costing 50 credits extra than normal ## Changelog 🆑 add: Added new fishing category to games vendor /🆑 |
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ab222330ef |
Squashs four fish boolean vars into a bitfield (plus VV support) (#86623)
## About The Pull Request this is a very marginal code improvement to fish. One bitfield is better than a bunch of booleans, and it lets me add more TRUE/FALSE settings in the future without having to make new vars for it. Also VV support for several vars (fish_traits will have to wait), if me or someone else wants to var-edit fish for testing purposes or whatsnot. ## Why It's Good For The Game Slight code improvement and var-edititing support. ## Changelog N/A |
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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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e6c094fcc2 |
Aquariums now influence area beauty based on their contents. (#84677)
## About The Pull Request Aquariums now have a beauty element based on their contents. Props give a fixed beauty value, while for fish it depends on whether they're alive or not. Some fishes have a better score than others. A few, like the ratfish, even have negative beauty. Mobs with the morbid trait now get a positive moodlet when admiring an aquarium full of dead fish, and a negative one when fish are alive. Also, this brings a few improvements to bits of aquarium code. Namely the removal of a GetComponent call and a few balloon alert calls. ## Why It's Good For The Game Aquariums can be quite decorative at times. ## Changelog 🆑 add: Aquariums now influence the beauty score of an area based on their contents. add: Morbid people now get a positive moodlet when admiring an aquarium full of dead fish, and a negative one when fish are alive. /🆑 |
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9ed4bd202d |
Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958)
## About The Pull Request Added a reagent holder to aquarium tanks and some code to enable the fish to be automatically fed at selectable intervals of 1 minute to 7 (default 3). The holder can be accessed and filled by opening the control panel, and emptied with a plunger if necessary. Simple plumbing compatibility has been added as well, in case you think the 6 units of capacity of the reagent holder (enough to feed a fish 60 times) are not enough. The preset fishing tank starts with enough feed to keep its contents alive for 30 minutes. Beside that, I've fixed a small oversight with the fish analyzer goodie pack. It should cost 150, not 500. The fish catalog is now a goodie pack you can get as a goodie for dirt cheap (25 creds) and a subtype of `book/manual`, so there's a slim chance you may find it at the library or somewhere else. Fixed a small oversight inside the fish catalog. Mapped in a single aquarium kit for each station map, in the service hallway/storage room where the techfab and cargo consoles are also found. Aquarium kits are now compatible with slapcrafting. ## Why It's Good For The Game Aquariums require too much maintainance for a gimmick, and it's quite awful to see the fish inside preset aquariums die 5 minutes into the round. Also, you cannot get fish catalogs anywhere but from the aquarium kit crate, which costs 1k credits, though its pertinence with fishing goes beyond aquarium stuff. Lastiy, I think it's good to give the crew a free aquarium kit. The price of the supply pack is a bit out of reach for many, service could use a bit of fisciculture too (I may make it a service pack later, so that it can be ordered through the service console). ## Changelog 🆑 add: Aquariums now have a small internal reagent holder, accessible when the panel is open and used to automatically feed the fishes at selectable intervals, also compatible with plumbing. add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or rarely found at the library or maints. fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not 500. map: Added an aquarium kit to each station, found in the room where the service techfab and order console also are. qol: Aquarium kits are now compatible with slapcrafting (crafted by hitting them with the required material without opening the menu). balance: Moved the aquarium kit and fish supply packs from the "General" section to "Service" and "Livestock" respectively, meaning they can be ordered for free from the service orders console. /🆑 |
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db8eca7bf3 |
The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 |
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a3522c6c38 |
Miscellaneous fishing code changes. (#77739)
## About The Pull Request This PR contains a few changes that I hadn't got to do earlier, including: different pressure / air mixture thresholds for different fish (if amphibious), fish being able to be fed directly without the need of an aquarium, replacing the `available_in_random_cases` variable with a weight define of value 0, the preset fishing sources global list so we don't have to manually instantiate lazy fishing spots and assign them stupid string defines, chasm detritus made into datums, a couple balloon alerts and removal of unused code. ## Why It's Good For The Game The fishing portal generator UI is unused, the perfect variable for the fishing minigame is also unused. There's no reason for chasm detritus to be an item instead of a datum. It isn't a map spawner. Chasm chrabs, if given the amphibious trait, should be able to survive Lavaland/Icemoon's atmosphere. I don't even know why I made a snowflake proc to instantiate the evolutions global list instead of `init_subtypes_w_path_keys` The shiny lover and wary fish traits were actually making the minigame slightly easier. The background icons for the UI had a zero-alpha, one pixel thin stripe on top that needed to be colored. Improved `fish_source/proc/dispense_reward`. Some doc comments and a typo or two. ## Changelog 🆑 add: You can now feed fish with the can of fish feed without having to put the fish in a aquarium first. balance: Some fish may survive in different, harsher atmospheres if given the amphibious trait, like chasm chrabs on lavaland. qol: aquarium now uses balloon alerts when feeding fish. fix: The wary and shiny lover no longer incorrectly remove difficulty from the minigame if conditions aren't met. /🆑 |
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d9c8bd9bae |
[READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots. |
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548fc4a104 |
Books now render Markdown, fixing paper importing (#74902)
## About The Pull Request Books didn't render markdown and instead just dumped the raw contents, (after a html encode), into the window. Changes them to use tgui and support markdown rendering. ## Why It's Good For The Game Books should should look the same as the paper used to make them. ## Changelog 🆑 fix: Book's no longer take your formatting and throw it out the window. refactor: Book display and rendering /🆑 --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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fddb6ea124 |
Fishing, Version 1 (#67691)
Adds fishing and fishing minigame. You use fishing rod to fish. Equipping specific bait/hook/reels will affect your success chances. You can fish out fish,items and other things. Fishing Equipment Fishing rods have three slots: Bait, Reel and Hook. Any food can be used as bait but dedicated bait makes fishing easier. You can buy hook and line sets New bait types: Worms : Buy can of them at cargo (alternative acquirement method pending) Doughballs : Use knife on flat piece of dough to get five of them. Fishing rod types: Basic : Print these at the lathe, nothing fancy here. Tech: Experimental tech. Provides infinite bait Fishing rods can also hook and reel normal items. Equipment screen and reeling video Fishing spots Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then. Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in. Maintenance moisture traps. Beach away mission water. Fishing portal available for purchase from cargo - This is stopgap until we fill more spots. Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations. All fish types can have specific traits, most common ones being favourite and disliked bait types/categories. Other Fishing catalog now lists fishing related info New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this. Fish now have average weight and size. Make sure to boast if you catch a big one. Adds tgui mouse passthrough Screens Sprites: Fishing portal sprite by @ArcaneMusic Other sprites by @Mey-Ha-Zah Bad ones by me. (Could still use better fishing minigame backgrounds) Sounds: https://freesound.org/people/soundscalpel.com/sounds/110393/ https://freesound.org/people/soundslikewillem/sounds/343748/ |